*b.004 Changes* Fixed crash when firing hospitalized soldiers. Integrated stand/kneel buttons mod. All soldiers on a mission will receive 4xp for particpating. Fixed more typos and grammar in game texts. All shots on tactical maps move more quickly.

SagerX-COM V.b0041

Sage and PhoenixD's UFO:ET mod, from the maker of SagerBLIV and SagerSTALK.

The goal of this mod is to improve the game balance of UFO: ET, and make the game much more like X-COM UFO Defense. The guiding principal behind this mod is to increase the complexity of the tactical and operational choices that users must make, without making the game significantly more difficult. Additional character and polish has been added, whereever possible, to improve immersion.

*This game is meant to be played, "Ironman" style, with no reloads in tactical combat*

*Special Thanks To:* Edswor,for his hotkey mod. OVNI, for his inventory cost mod. Spaz, for help increasing the soldier limit. Wrongusername, for finally solving soldier mortality. TyWiggins for his hire/fire mod and stand/kneel mod. Deck for his Ufopedia mod. Rick for his unpacker.

There are no guarantees that this will work properly with a save game -- you may need to start a new game. Your call.

*Known Bugs* Saving and restoring in tactical combat will bring dead soldiers back to life. Firing a soldier recoving in the hospital will result in a crash.

*b.0041 Change* Fixed a typo that was keeping the mod from loading.

*b.004 Changes* Fixed crash when firing hospitalized soldiers. Integrated stand/kneel buttons mod. All soldiers on a mission will receive 4xp for particpating. Fixed more typos and grammar in game texts.

*b.003 Changes* See bottom.

*b.002 Changes* See bottom.

*Major Changes* Soldiers reduced to 0 hp have a chance to be killed. This chance is 75% - their vitality / 4. So, tougher soldiers are less likely to be killed when reduced to 0 hit points. You will receive a message describing what has happened to your soldier. Soldier recruitment rate is now about 1 per month, however you may now hire mercenaries and fire underperforming soldiers from the soldier screen. Mercenary troops require a $40k signing bonus. In rpgvalues.cfg, increased rate at which characters heal from 3 to 5; the max stay length has been decreased from 45 to 30. In const.xscr, change sight angles from 3.5 to 2.5, both vert and horiz. Accessing your inventory now costs Action Points. Different locations cost more or less action points: 1.0 , // LINK_INV_HAND = move form hand to hand 12.0 , // LINK_INV_BACKPACK = move from bag to hand, or hand to bag 5.0 , // LINK_INV_BELT = move from belt to hand, or hant to belt 3.0 , // LINK_INV_SHOULDER = shoulder to hand or hand to shoulderder All rifle-sized weapons require two hands to fire. A future feature will be some sub-machinegun sized weapons which can be fired single-handedly. If you want to throw a grenade, place your rifle on the ground, throw your grenade, and then pick the rifle back up. Weapons now have ranges based on types (all weapons use game default at 1-3 square): Pistols (Pistols allow a soldier to carry a grenade in their off hand) Range 4-7 / - 2% Range 8-13 / -3% Range 14+ / -4% <-- quickly becomes ineffective

*Minor Balance Changes* All new soldiers are slightly more accurate. This is because many other changes in this mod favor the aliens. It is now possible to shoot at alients behind objects; previously you could not shoot aliens behind destroyable objects, even though they could shoot at you. Increased chance for aliens to use grenades, even if it means hitting their own guys. Increased exp for wounding, decreased for killing. Panicked_bravery_coeff 0.15 from 0.1; soldiers will now become less accurate as they begin to panic. Changed exp to go up levels. Lower levels increase faster, higher increase slower. Very experienced soldiers should be cherished and protected. Improved the quality of base defenses; they may be useful now. Added in Edswor's hotkey mod. Weapons and armor now have consistent strength requirements, regardless of tech level. This may be fine-tuned. Generally, this is 20 for pistols, 30 for rifles and 40 for heavy weapons. All soldiers on a mission will receive 4xp for particpating.

*Aesthetic Changes* Some weapon and armor names more military sounding. Some more still to do. Many strings improved or changed to give the game more flavor. Corrected a few typos, i.e. "Aircrafts" now "Aircraft"

*b.003 Changes* Updated version of AP Inventory mod. Weapons now have ranges based on weapon type. See below for details. Shotguns require both hands. Deck's UFOpedia mod, to improve usefulness of information. Updated hire/fire mod version. Now adds a confirmation for firing a soldier. Many new soldier names available. Numpad + and - keys will now zoom the tactical map in and out. Armor and weapons now have consistent Strength requirements regardless of tech level. Some ufopedia improvements, more to come. The LOS check for intervening trees etc... has been re-instated to solve a bug. We may may add it back in for a future version.

Will give it a look once I finish getting my butt kicked in my first game (can't be long now [;)] )

crm114 -> RE: RELEASE: SageXCOM Mod b.001 (5/8/2007 9:05:29 PM)

This is just outstanding. I'm downloading as we speak. We're lucky to have such a determined (and quick!) group of modders.

PhoenixD -> RE: RELEASE: SageXCOM Mod b.001 (5/8/2007 9:07:57 PM)

Well, a big chunk of that goes to Rick for getting his extractor out so quickly! We couldn't have done a thing if not for that. :)

crm114 -> RE: RELEASE: SageXCOM Mod b.002 (5/8/2007 11:27:03 PM)

Just played a new game with the mod installed and I can't tell you how impressed I am. This has increased my enjoyment of the game threefold.

JHAYES3489 -> RE: RELEASE: SageXCOM Mod b.001 (5/8/2007 11:29:50 PM)

I AM GOING TO GIVE IT A SHOT TONIGHT TOO. GLAD TO SEE SO MANY PEOPLE INVOLVED IN THE MODDING. I COULDN'T CODE TO SAVE MY LIFE... BUT I AM A CAD DRAFTSMAN / 3D ARTIST IF YOU CAN USE ME IN ANY WAY PLEASE EMAIL ME AT JHAYES3489@YAHOO.COM(I'D BE HAPPY TO WORK FOR FREE IN MY SPARE TIME ON THIS PROJECT)

I'D LOVE TO SUBMIT CONCEPT ART FOR ANY ADDITIONAL WEAPONS/ARMOR/ETC. I THINK MY SKILLS ARE ON PAR WITH THE DEVELOPERS OF THIS GAME. I'VE BEEN DREAMING OF THIS TIME SINCE I WAS 15 PLAYING TFTD.

Just played a new game with the mod installed and I can't tell you how impressed I am. This has increased my enjoyment of the game threefold.

What do you think about the cost to hire new soldiers? Phoenix and I were discussing setting it to $40k from it's current $100k.

Erik Rutins -> RE: RELEASE: SageXCOM Mod b.002 (5/9/2007 3:31:23 AM)

I think it's fine where it is - major kudos on this mod, I'm definitely enjoying it from the time I've had to try it out so far.

PhoenixD -> RE: RELEASE: SageXCOM Mod b.002 (5/9/2007 6:41:11 AM)

We should have an updated version out tonight, hopefully. My debugging of tonight's additions took a long time. :)

sage -> RE: RELEASE: SageXCOM Mod b.002 (5/9/2007 6:50:37 AM)

quote:

ORIGINAL: PhoenixD

We should have an updated version out tonight, hopefully. My debugging of tonight's additions took a long time. :)

I'm working on it.

SpharV2 -> RE: RELEASE: SageXCOM Mod b.002 (5/9/2007 6:50:50 AM)

Is it possible to mod the sale/production costs? It would be nice to be able to produce some of these high tech weapons and sell them for a bit of profit since money is always so dang tight.

sage -> RE: RELEASE: SageXCOM Mod b.002 (5/9/2007 6:51:14 AM)

quote:

ORIGINAL: SpharV2

Is it possible to mod the sale/production costs? It would be nice to be able to produce some of these high tech weapons and sell them for a bit of profit since money is always so dang tight.

That's on the list.

sage -> RE: RELEASE: SageXCOM Mod b.002 (5/9/2007 8:55:14 PM)

Updated to b.003.

Erik Rutins -> RE: RELEASE: SageXCOM Mod b.002 (5/9/2007 9:33:11 PM)

Outstanding, is this compatible with b.002 saves?

PhoenixD -> RE: RELEASE: SageXCOM Mod b.002 (5/9/2007 10:19:14 PM)

It should be. There's a possible crash with new faces, but it only seems to show up if you go to the soldier screen while a transport is in-flight.

Jaranath -> RE: RELEASE: SageXCOM Mod b.002 (5/10/2007 12:08:42 AM)

Great stuff! I think I'll wait to try it until I've played through once, so it'll be a whole different game...[8D] I wholeheartedly agree about bringing back the autocannon. That thing was just too much fun!

Minor suggestion: Not sure how the inventory-accessing AP cost works, but I've always thought the cost should only be for reloading weapons, and possibly for rearranging items (dropping, picking up, putting in hand slots). I wouldn't like a penalty just for opening the inventory screen--seems to me the soldier knows what he has, and wouldn't need to rummage around in his pack.

sage -> RE: RELEASE: SageXCOM Mod b.002 (5/10/2007 1:19:40 AM)

quote:

ORIGINAL: Jaranath

Minor suggestion: Not sure how the inventory-accessing AP cost works, but I've always thought the cost should only be for reloading weapons, and possibly for rearranging items (dropping, picking up, putting in hand slots). I wouldn't like a penalty just for opening the inventory screen--seems to me the soldier knows what he has, and wouldn't need to rummage around in his pack.

The penalty is only for moving items. There is no AP deduction just for opening inventory.

Jaranath -> RE: RELEASE: SageXCOM Mod b.002 (5/10/2007 1:37:42 AM)

Hehe...I should've known. Cool, thanks. Great work! Can't wait to finish the game so I can try your version. Wonder what cool extras you'll have worked in by then...[8D]

sage -> RE: RELEASE: SageXCOM Mod b.002 (5/10/2007 2:09:44 AM)

quote:

ORIGINAL: PhoenixD

It should be. There's a possible crash with new faces, but it only seems to show up if you go to the soldier screen while a transport is in-flight.

Some just posted the same crash we saw (fly.tga) in the support section. I think this may be a game, not a mod, bug.

PhoenixD -> RE: RELEASE: SageXCOM Mod b.002 (5/10/2007 2:19:49 AM)

heh. That would fit with the grenade crash I was trying to track down last night.

Hoplomachia -> RE: RELEASE: SageXCOM Mod b.002 (5/10/2007 8:42:22 AM)

Great mod. Thx all.

LarkinVB -> RE: RELEASE: SageXCOM Mod b.002 (5/10/2007 11:19:32 AM)

I would be great if you can use an installer with your mod. Even better the installer has checkboxes for options to install. Not everyone wants all modifications you did - but some. Installer with options would be a perfect solution.

Btw I'm one of the modders of Dawn of War artificial intelligence so I know what I'm talking about. We use an installer with options [;)]

Great job guys !

PhoenixD -> RE: RELEASE: SageXCOM Mod b.004 (5/10/2007 7:07:26 PM)

..what the heck was THAT? :)

jay_clark -> RE: RELEASE: SageXCOM Mod b.004 (5/10/2007 7:10:22 PM)

I had a list of a whole bunch of things that this game needed fixed. Wouldn't you know that this Mod has taken care of them. Thank you!!!

PhoenixD -> RE: RELEASE: SageXCOM Mod b.004 (5/10/2007 7:23:29 PM)

There's a small bug with b.004- a line in data/base/sectiontroopers.xscr that should not be commented out was. He's a fixed file.

To install: Download. Remove the .txt at the end of the file (Matrix Games doesn't allow uploading .xscr files) Paste it into UFO ET/Data/Bases, replacing the existing file.

sage -> RE: RELEASE: SageXCOM Mod b.004 (5/10/2007 7:48:46 PM)

Fudge, I fixed it, but didn't fix the archive. I will this evening.

quote:

ORIGINAL: PhoenixD

There's a small bug with b.004- a line in data/base/sectiontroopers.xscr that should not be commented out was. He's a fixed file.

To install: Download. Remove the .txt at the end of the file (Matrix Games doesn't allow uploading .xscr files) Paste it into UFO ET/Data/Bases, replacing the existing file.

JHAYES3489 -> RE: RELEASE: SageXCOM Mod b.004 (5/10/2007 8:23:03 PM)

I HAVEN'T SEEN IT ADDRESSED YET, I COULD BE WRONG. BUT I WAS PLAYING YOUR B.003 MOD LAST NIGHT AND NOTICED THE ALIENS FIRING AT ME FROM INSIDE THEIR SHIP, WITH THE DOORS CLOSED.

EX: MY RECON GUYS FIND THE UFO, AND ARE RUNNING AROUND THE PERIMETER OF THE UFO TOWARD THE DOOR AND RUN OUT OF TIME UNITS BEFORE REACHING IT. DURING THE ALIEN'S TURN, THEY HAVE BEEN SHOOTING AT ME AND HITTING THE INSIDE OF THEIR SHIP AS THOUGH THEY DON'T KNOW THE WALL IS THERE.

ANYONE ELSE SEEN THIS? I THOUGHT MAYBE IT HAD SOMETHING TO DO WITH THE MODIFIED CODE FOR SHOOTING AT AN ALIEN THAT'S BEHIND AN OBJECT.

PhoenixD -> RE: RELEASE: SageXCOM Mod b.004 (5/10/2007 8:27:06 PM)

That'd be the shooting code, yes. Its fixed in b.003+

sage -> RE: RELEASE: SageXCOM Mod b.004 (5/10/2007 9:22:08 PM)

Download updated w/ .0041 to fix crash bug.

DrAtomic -> RE: RELEASE: SageXCOM Mod b.004 (5/10/2007 9:31:18 PM)

quote:

Your download key for the requested file is invalid. Download keys are only valid for 48 hours. Once your download is complete, the key is no longer valid. Keys are also only valid for the original server.

Additionally this error may be caused because the file was not found on the server.